1502 lines
		
	
	
		
			44 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1502 lines
		
	
	
		
			44 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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/*
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 * This file is part of OpenTTD.
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 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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 */
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/** @file openttd.cpp Functions related to starting OpenTTD. */
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#include "stdafx.h"
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#include "blitter/factory.hpp"
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#include "sound/sound_driver.hpp"
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#include "music/music_driver.hpp"
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#include "video/video_driver.hpp"
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#include "fontcache.h"
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#include "error.h"
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#include "gui.h"
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#include "base_media_base.h"
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#include "saveload/saveload.h"
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#include "company_func.h"
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#include "command_func.h"
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#include "news_func.h"
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#include "fios.h"
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#include "aircraft.h"
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#include "roadveh.h"
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#include "train.h"
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#include "ship.h"
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#include "console_func.h"
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#include "screenshot.h"
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#include "network/network.h"
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#include "network/network_func.h"
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#include "ai/ai.hpp"
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#include "ai/ai_config.hpp"
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#include "settings_func.h"
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#include "genworld.h"
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#include "progress.h"
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#include "strings_func.h"
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#include "date_func.h"
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#include "vehicle_func.h"
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#include "gamelog.h"
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#include "animated_tile_func.h"
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#include "roadstop_base.h"
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#include "elrail_func.h"
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#include "rev.h"
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#include "highscore.h"
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#include "station_base.h"
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#include "crashlog.h"
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#include "engine_func.h"
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#include "core/random_func.hpp"
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#include "rail_gui.h"
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#include "core/backup_type.hpp"
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#include "hotkeys.h"
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#include "newgrf.h"
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#include "misc/getoptdata.h"
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#include "game/game.hpp"
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#include "game/game_config.hpp"
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#include "town.h"
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#include "subsidy_func.h"
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#include "gfx_layout.h"
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#include "viewport_sprite_sorter.h"
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#include "linkgraph/linkgraphschedule.h"
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#include <stdarg.h>
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void CallLandscapeTick();
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void IncreaseDate();
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void DoPaletteAnimations();
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void MusicLoop();
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void ResetMusic();
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void CallWindowTickEvent();
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bool HandleBootstrap();
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extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
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extern void ShowOSErrorBox(const char *buf, bool system);
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extern char *_config_file;
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/**
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 * Error handling for fatal user errors.
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 * @param s the string to print.
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 * @note Does NEVER return.
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 */
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void CDECL usererror(const char *s, ...)
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{
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	va_list va;
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	char buf[512];
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	va_start(va, s);
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	vsnprintf(buf, lengthof(buf), s, va);
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	va_end(va);
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	ShowOSErrorBox(buf, false);
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	if (_video_driver != NULL) _video_driver->Stop();
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	exit(1);
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}
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/**
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 * Error handling for fatal non-user errors.
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 * @param s the string to print.
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 * @note Does NEVER return.
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 */
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void CDECL error(const char *s, ...)
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{
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	va_list va;
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	char buf[512];
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	va_start(va, s);
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	vsnprintf(buf, lengthof(buf), s, va);
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	va_end(va);
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	ShowOSErrorBox(buf, true);
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	/* Set the error message for the crash log and then invoke it. */
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	CrashLog::SetErrorMessage(buf);
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	abort();
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}
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/**
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 * Shows some information on the console/a popup box depending on the OS.
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 * @param str the text to show.
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 */
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void CDECL ShowInfoF(const char *str, ...)
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{
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	va_list va;
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	char buf[1024];
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	va_start(va, str);
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	vsnprintf(buf, lengthof(buf), str, va);
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	va_end(va);
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	ShowInfo(buf);
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}
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/**
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 * Show the help message when someone passed a wrong parameter.
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 */
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static void ShowHelp()
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{
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	char buf[8192];
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	char *p = buf;
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	p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
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	p = strecpy(p,
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		"\n"
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		"\n"
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		"Command line options:\n"
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		"  -v drv              = Set video driver (see below)\n"
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		"  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
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		"  -m drv              = Set music driver (see below)\n"
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		"  -b drv              = Set the blitter to use (see below)\n"
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		"  -r res              = Set resolution (for instance 800x600)\n"
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		"  -h                  = Display this help text\n"
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		"  -t year             = Set starting year\n"
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		"  -d [[fac=]lvl[,...]]= Debug mode\n"
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		"  -e                  = Start Editor\n"
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		"  -g [savegame]       = Start new/save game immediately\n"
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		"  -G seed             = Set random seed\n"
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#if defined(ENABLE_NETWORK)
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		"  -n [ip:port#company]= Join network game\n"
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		"  -p password         = Password to join server\n"
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		"  -P password         = Password to join company\n"
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		"  -D [ip][:port]      = Start dedicated server\n"
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		"  -l ip[:port]        = Redirect DEBUG()\n"
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#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
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		"  -f                  = Fork into the background (dedicated only)\n"
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#endif
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#endif /* ENABLE_NETWORK */
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		"  -I graphics_set     = Force the graphics set (see below)\n"
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		"  -S sounds_set       = Force the sounds set (see below)\n"
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		"  -M music_set        = Force the music set (see below)\n"
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		"  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
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		"  -x                  = Do not automatically save to config file on exit\n"
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		"  -q savegame         = Write some information about the savegame and exit\n"
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		"\n",
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		lastof(buf)
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	);
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	/* List the graphics packs */
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	p = BaseGraphics::GetSetsList(p, lastof(buf));
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	/* List the sounds packs */
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	p = BaseSounds::GetSetsList(p, lastof(buf));
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	/* List the music packs */
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	p = BaseMusic::GetSetsList(p, lastof(buf));
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	/* List the drivers */
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	p = DriverFactoryBase::GetDriversInfo(p, lastof(buf));
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	/* List the blitters */
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	p = BlitterFactory::GetBlittersInfo(p, lastof(buf));
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	/* List the debug facilities. */
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	p = DumpDebugFacilityNames(p, lastof(buf));
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	/* We need to initialize the AI, so it finds the AIs */
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	AI::Initialize();
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	p = AI::GetConsoleList(p, lastof(buf), true);
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	AI::Uninitialize(true);
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	/* We need to initialize the GameScript, so it finds the GSs */
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	Game::Initialize();
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	p = Game::GetConsoleList(p, lastof(buf), true);
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	Game::Uninitialize(true);
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	/* ShowInfo put output to stderr, but version information should go
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	 * to stdout; this is the only exception */
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#if !defined(WIN32) && !defined(WIN64)
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	printf("%s\n", buf);
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#else
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	ShowInfo(buf);
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#endif
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}
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static void WriteSavegameInfo(const char *name)
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{
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	extern uint16 _sl_version;
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	uint32 last_ottd_rev = 0;
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	byte ever_modified = 0;
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	bool removed_newgrfs = false;
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	GamelogInfo(_load_check_data.gamelog_action, _load_check_data.gamelog_actions, &last_ottd_rev, &ever_modified, &removed_newgrfs);
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	char buf[8192];
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	char *p = buf;
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	p += seprintf(p, lastof(buf), "Name:         %s\n", name);
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	p += seprintf(p, lastof(buf), "Savegame ver: %d\n", _sl_version);
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	p += seprintf(p, lastof(buf), "NewGRF ver:   0x%08X\n", last_ottd_rev);
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	p += seprintf(p, lastof(buf), "Modified:     %d\n", ever_modified);
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	if (removed_newgrfs) {
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		p += seprintf(p, lastof(buf), "NewGRFs have been removed\n");
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	}
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	p = strecpy(p, "NewGRFs:\n", lastof(buf));
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	if (_load_check_data.HasNewGrfs()) {
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		for (GRFConfig *c = _load_check_data.grfconfig; c != NULL; c = c->next) {
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			char md5sum[33];
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			md5sumToString(md5sum, lastof(md5sum), HasBit(c->flags, GCF_COMPATIBLE) ? c->original_md5sum : c->ident.md5sum);
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			p += seprintf(p, lastof(buf), "%08X %s %s\n", c->ident.grfid, md5sum, c->filename);
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		}
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	}
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	/* ShowInfo put output to stderr, but version information should go
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	 * to stdout; this is the only exception */
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#if !defined(WIN32) && !defined(WIN64)
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	printf("%s\n", buf);
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#else
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	ShowInfo(buf);
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#endif
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}
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/**
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 * Extract the resolution from the given string and store
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 * it in the 'res' parameter.
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 * @param res variable to store the resolution in.
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 * @param s   the string to decompose.
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 */
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static void ParseResolution(Dimension *res, const char *s)
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{
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	const char *t = strchr(s, 'x');
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	if (t == NULL) {
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		ShowInfoF("Invalid resolution '%s'", s);
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		return;
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	}
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	res->width  = max(strtoul(s, NULL, 0), 64UL);
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	res->height = max(strtoul(t + 1, NULL, 0), 64UL);
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}
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/**
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 * Unitializes drivers, frees allocated memory, cleans pools, ...
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 * Generally, prepares the game for shutting down
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 */
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static void ShutdownGame()
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{
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	IConsoleFree();
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	if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
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	DriverFactoryBase::ShutdownDrivers();
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	UnInitWindowSystem();
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	/* stop the scripts */
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	AI::Uninitialize(false);
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	Game::Uninitialize(false);
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	/* Uninitialize variables that are allocated dynamically */
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	GamelogReset();
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#ifdef ENABLE_NETWORK
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	free(_config_file);
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#endif
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	LinkGraphSchedule::Clear();
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	PoolBase::Clean(PT_ALL);
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	/* No NewGRFs were loaded when it was still bootstrapping. */
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	if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();
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	/* Close all and any open filehandles */
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	FioCloseAll();
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	UninitFreeType();
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}
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/**
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 * Load the introduction game.
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 * @param load_newgrfs Whether to load the NewGRFs or not.
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 */
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static void LoadIntroGame(bool load_newgrfs = true)
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{
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	_game_mode = GM_MENU;
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	if (load_newgrfs) ResetGRFConfig(false);
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	/* Setup main window */
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	ResetWindowSystem();
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	SetupColoursAndInitialWindow();
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	/* Load the default opening screen savegame */
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	if (SaveOrLoad("opntitle.dat", SL_LOAD, BASESET_DIR) != SL_OK) {
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		GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
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		WaitTillGeneratedWorld();
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		SetLocalCompany(COMPANY_SPECTATOR);
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	} else {
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		SetLocalCompany(COMPANY_FIRST);
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	}
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	_pause_mode = PM_UNPAUSED;
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	_cursor.fix_at = false;
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	if (load_newgrfs) CheckForMissingSprites();
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	CheckForMissingGlyphs();
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	/* Play main theme */
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	if (_music_driver->IsSongPlaying()) ResetMusic();
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}
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void MakeNewgameSettingsLive()
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{
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	for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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		if (_settings_game.ai_config[c] != NULL) {
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			delete _settings_game.ai_config[c];
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		}
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	}
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	if (_settings_game.game_config != NULL) {
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		delete _settings_game.game_config;
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	}
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	/* Copy newgame settings to active settings.
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	 * Also initialise old settings needed for savegame conversion. */
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	_settings_game = _settings_newgame;
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	_old_vds = _settings_client.company.vehicle;
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	for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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		_settings_game.ai_config[c] = NULL;
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		if (_settings_newgame.ai_config[c] != NULL) {
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			_settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
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		}
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	}
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	_settings_game.game_config = NULL;
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	if (_settings_newgame.game_config != NULL) {
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		_settings_game.game_config = new GameConfig(_settings_newgame.game_config);
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	}
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}
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void OpenBrowser(const char *url)
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{
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	/* Make sure we only accept urls that are sure to open a browser. */
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	if (strstr(url, "http://") != url && strstr(url, "https://") != url) return;
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	extern void OSOpenBrowser(const char *url);
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	OSOpenBrowser(url);
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}
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/** Callback structure of statements to be executed after the NewGRF scan. */
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struct AfterNewGRFScan : NewGRFScanCallback {
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	Year startyear;                    ///< The start year.
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	uint generation_seed;              ///< Seed for the new game.
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	char *dedicated_host;              ///< Hostname for the dedicated server.
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	uint16 dedicated_port;             ///< Port for the dedicated server.
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	char *network_conn;                ///< Information about the server to connect to, or NULL.
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	const char *join_server_password;  ///< The password to join the server with.
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	const char *join_company_password; ///< The password to join the company with.
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	bool *save_config_ptr;             ///< The pointer to the save config setting.
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	bool save_config;                  ///< The save config setting.
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	/**
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	 * Create a new callback.
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	 * @param save_config_ptr Pointer to the save_config local variable which
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	 *                        decides whether to save of exit or not.
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	 */
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	AfterNewGRFScan(bool *save_config_ptr) :
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			startyear(INVALID_YEAR), generation_seed(GENERATE_NEW_SEED),
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			dedicated_host(NULL), dedicated_port(0), network_conn(NULL),
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			join_server_password(NULL), join_company_password(NULL),
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			save_config_ptr(save_config_ptr), save_config(true)
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	{
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	}
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	virtual void OnNewGRFsScanned()
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	{
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		ResetGRFConfig(false);
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		TarScanner::DoScan(TarScanner::SCENARIO);
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		AI::Initialize();
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		Game::Initialize();
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		/* We want the new (correct) NewGRF count to survive the loading. */
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		uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
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		LoadFromConfig();
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		_settings_client.gui.last_newgrf_count = last_newgrf_count;
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		/* Since the default for the palette might have changed due to
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		 * reading the configuration file, recalculate that now. */
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		UpdateNewGRFConfigPalette();
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		Game::Uninitialize(true);
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		AI::Uninitialize(true);
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		CheckConfig();
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						|
		LoadFromHighScore();
 | 
						|
		LoadHotkeysFromConfig();
 | 
						|
		WindowDesc::LoadFromConfig();
 | 
						|
 | 
						|
		/* We have loaded the config, so we may possibly save it. */
 | 
						|
		*save_config_ptr = save_config;
 | 
						|
 | 
						|
		/* restore saved music volume */
 | 
						|
		_music_driver->SetVolume(_settings_client.music.music_vol);
 | 
						|
 | 
						|
		if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
 | 
						|
		if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
 | 
						|
 | 
						|
#if defined(ENABLE_NETWORK)
 | 
						|
		if (dedicated_host != NULL) {
 | 
						|
			_network_bind_list.Clear();
 | 
						|
			*_network_bind_list.Append() = strdup(dedicated_host);
 | 
						|
		}
 | 
						|
		if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
 | 
						|
#endif /* ENABLE_NETWORK */
 | 
						|
 | 
						|
		/* initialize the ingame console */
 | 
						|
		IConsoleInit();
 | 
						|
		InitializeGUI();
 | 
						|
		IConsoleCmdExec("exec scripts/autoexec.scr 0");
 | 
						|
 | 
						|
		/* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
 | 
						|
		if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
 | 
						|
 | 
						|
#ifdef ENABLE_NETWORK
 | 
						|
		if (_network_available && network_conn != NULL) {
 | 
						|
			const char *port = NULL;
 | 
						|
			const char *company = NULL;
 | 
						|
			uint16 rport = NETWORK_DEFAULT_PORT;
 | 
						|
			CompanyID join_as = COMPANY_NEW_COMPANY;
 | 
						|
 | 
						|
			ParseConnectionString(&company, &port, network_conn);
 | 
						|
 | 
						|
			if (company != NULL) {
 | 
						|
				join_as = (CompanyID)atoi(company);
 | 
						|
 | 
						|
				if (join_as != COMPANY_SPECTATOR) {
 | 
						|
					join_as--;
 | 
						|
					if (join_as >= MAX_COMPANIES) {
 | 
						|
						delete this;
 | 
						|
						return;
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
			if (port != NULL) rport = atoi(port);
 | 
						|
 | 
						|
			LoadIntroGame();
 | 
						|
			_switch_mode = SM_NONE;
 | 
						|
			NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
 | 
						|
		}
 | 
						|
#endif /* ENABLE_NETWORK */
 | 
						|
 | 
						|
		/* After the scan we're not used anymore. */
 | 
						|
		delete this;
 | 
						|
	}
 | 
						|
};
 | 
						|
 | 
						|
#if defined(UNIX) && !defined(__MORPHOS__)
 | 
						|
extern void DedicatedFork();
 | 
						|
#endif
 | 
						|
 | 
						|
/** Options of OpenTTD. */
 | 
						|
static const OptionData _options[] = {
 | 
						|
	 GETOPT_SHORT_VALUE('I'),
 | 
						|
	 GETOPT_SHORT_VALUE('S'),
 | 
						|
	 GETOPT_SHORT_VALUE('M'),
 | 
						|
	 GETOPT_SHORT_VALUE('m'),
 | 
						|
	 GETOPT_SHORT_VALUE('s'),
 | 
						|
	 GETOPT_SHORT_VALUE('v'),
 | 
						|
	 GETOPT_SHORT_VALUE('b'),
 | 
						|
#if defined(ENABLE_NETWORK)
 | 
						|
	GETOPT_SHORT_OPTVAL('D'),
 | 
						|
	GETOPT_SHORT_OPTVAL('n'),
 | 
						|
	 GETOPT_SHORT_VALUE('l'),
 | 
						|
	 GETOPT_SHORT_VALUE('p'),
 | 
						|
	 GETOPT_SHORT_VALUE('P'),
 | 
						|
#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
 | 
						|
	 GETOPT_SHORT_NOVAL('f'),
 | 
						|
#endif
 | 
						|
#endif /* ENABLE_NETWORK */
 | 
						|
	 GETOPT_SHORT_VALUE('r'),
 | 
						|
	 GETOPT_SHORT_VALUE('t'),
 | 
						|
	GETOPT_SHORT_OPTVAL('d'),
 | 
						|
	 GETOPT_SHORT_NOVAL('e'),
 | 
						|
	GETOPT_SHORT_OPTVAL('g'),
 | 
						|
	 GETOPT_SHORT_VALUE('G'),
 | 
						|
	 GETOPT_SHORT_VALUE('c'),
 | 
						|
	 GETOPT_SHORT_NOVAL('x'),
 | 
						|
	 GETOPT_SHORT_VALUE('q'),
 | 
						|
	 GETOPT_SHORT_NOVAL('h'),
 | 
						|
	GETOPT_END()
 | 
						|
};
 | 
						|
 | 
						|
/**
 | 
						|
 * Main entry point for this lovely game.
 | 
						|
 * @param argc The number of arguments passed to this game.
 | 
						|
 * @param argv The values of the arguments.
 | 
						|
 * @return 0 when there is no error.
 | 
						|
 */
 | 
						|
int openttd_main(int argc, char *argv[])
 | 
						|
{
 | 
						|
	char *musicdriver = NULL;
 | 
						|
	char *sounddriver = NULL;
 | 
						|
	char *videodriver = NULL;
 | 
						|
	char *blitter = NULL;
 | 
						|
	char *graphics_set = NULL;
 | 
						|
	char *sounds_set = NULL;
 | 
						|
	char *music_set = NULL;
 | 
						|
	Dimension resolution = {0, 0};
 | 
						|
	/* AfterNewGRFScan sets save_config to true after scanning completed. */
 | 
						|
	bool save_config = false;
 | 
						|
	AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
 | 
						|
#if defined(ENABLE_NETWORK)
 | 
						|
	bool dedicated = false;
 | 
						|
	char *debuglog_conn = NULL;
 | 
						|
 | 
						|
	extern bool _dedicated_forks;
 | 
						|
	_dedicated_forks = false;
 | 
						|
#endif /* ENABLE_NETWORK */
 | 
						|
 | 
						|
	_game_mode = GM_MENU;
 | 
						|
	_switch_mode = SM_MENU;
 | 
						|
	_config_file = NULL;
 | 
						|
 | 
						|
	GetOptData mgo(argc - 1, argv + 1, _options);
 | 
						|
	int ret = 0;
 | 
						|
 | 
						|
	int i;
 | 
						|
	while ((i = mgo.GetOpt()) != -1) {
 | 
						|
		switch (i) {
 | 
						|
		case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
 | 
						|
		case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
 | 
						|
		case 'M': free(music_set); music_set = strdup(mgo.opt); break;
 | 
						|
		case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
 | 
						|
		case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
 | 
						|
		case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
 | 
						|
		case 'b': free(blitter); blitter = strdup(mgo.opt); break;
 | 
						|
#if defined(ENABLE_NETWORK)
 | 
						|
		case 'D':
 | 
						|
			free(musicdriver);
 | 
						|
			free(sounddriver);
 | 
						|
			free(videodriver);
 | 
						|
			free(blitter);
 | 
						|
			musicdriver = strdup("null");
 | 
						|
			sounddriver = strdup("null");
 | 
						|
			videodriver = strdup("dedicated");
 | 
						|
			blitter = strdup("null");
 | 
						|
			dedicated = true;
 | 
						|
			SetDebugString("net=6");
 | 
						|
			if (mgo.opt != NULL) {
 | 
						|
				/* Use the existing method for parsing (openttd -n).
 | 
						|
				 * However, we do ignore the #company part. */
 | 
						|
				const char *temp = NULL;
 | 
						|
				const char *port = NULL;
 | 
						|
				ParseConnectionString(&temp, &port, mgo.opt);
 | 
						|
				if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
 | 
						|
				if (port != NULL) scanner->dedicated_port = atoi(port);
 | 
						|
			}
 | 
						|
			break;
 | 
						|
		case 'f': _dedicated_forks = true; break;
 | 
						|
		case 'n':
 | 
						|
			scanner->network_conn = mgo.opt; // optional IP parameter, NULL if unset
 | 
						|
			break;
 | 
						|
		case 'l':
 | 
						|
			debuglog_conn = mgo.opt;
 | 
						|
			break;
 | 
						|
		case 'p':
 | 
						|
			scanner->join_server_password = mgo.opt;
 | 
						|
			break;
 | 
						|
		case 'P':
 | 
						|
			scanner->join_company_password = mgo.opt;
 | 
						|
			break;
 | 
						|
#endif /* ENABLE_NETWORK */
 | 
						|
		case 'r': ParseResolution(&resolution, mgo.opt); break;
 | 
						|
		case 't': scanner->startyear = atoi(mgo.opt); break;
 | 
						|
		case 'd': {
 | 
						|
#if defined(WIN32)
 | 
						|
				CreateConsole();
 | 
						|
#endif
 | 
						|
				if (mgo.opt != NULL) SetDebugString(mgo.opt);
 | 
						|
				break;
 | 
						|
			}
 | 
						|
		case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break;
 | 
						|
		case 'g':
 | 
						|
			if (mgo.opt != NULL) {
 | 
						|
				strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
 | 
						|
				_switch_mode = (_switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_LOAD_GAME);
 | 
						|
				_file_to_saveload.mode = SL_LOAD;
 | 
						|
 | 
						|
				/* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
 | 
						|
				const char *t = strrchr(_file_to_saveload.name, '.');
 | 
						|
				if (t != NULL) {
 | 
						|
					FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
 | 
						|
					if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
 | 
						|
				}
 | 
						|
 | 
						|
				break;
 | 
						|
			}
 | 
						|
 | 
						|
			_switch_mode = SM_NEWGAME;
 | 
						|
			/* Give a random map if no seed has been given */
 | 
						|
			if (scanner->generation_seed == GENERATE_NEW_SEED) {
 | 
						|
				scanner->generation_seed = InteractiveRandom();
 | 
						|
			}
 | 
						|
			break;
 | 
						|
		case 'q': {
 | 
						|
			DeterminePaths(argv[0]);
 | 
						|
			if (StrEmpty(mgo.opt)) {
 | 
						|
				ret = 1;
 | 
						|
				goto exit_noshutdown;
 | 
						|
			}
 | 
						|
 | 
						|
			char title[80];
 | 
						|
			title[0] = '\0';
 | 
						|
			FiosGetSavegameListCallback(SLD_LOAD_GAME, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
 | 
						|
 | 
						|
			_load_check_data.Clear();
 | 
						|
			SaveOrLoadResult res = SaveOrLoad(mgo.opt, SL_LOAD_CHECK, SAVE_DIR, false);
 | 
						|
			if (res != SL_OK || _load_check_data.HasErrors()) {
 | 
						|
				fprintf(stderr, "Failed to open savegame\n");
 | 
						|
				if (_load_check_data.HasErrors()) {
 | 
						|
					char buf[256];
 | 
						|
					SetDParamStr(0, _load_check_data.error_data);
 | 
						|
					GetString(buf, _load_check_data.error, lastof(buf));
 | 
						|
					fprintf(stderr, "%s\n", buf);
 | 
						|
				}
 | 
						|
				goto exit_noshutdown;
 | 
						|
			}
 | 
						|
 | 
						|
			WriteSavegameInfo(title);
 | 
						|
 | 
						|
			goto exit_noshutdown;
 | 
						|
		}
 | 
						|
		case 'G': scanner->generation_seed = atoi(mgo.opt); break;
 | 
						|
		case 'c': _config_file = strdup(mgo.opt); break;
 | 
						|
		case 'x': scanner->save_config = false; break;
 | 
						|
		case 'h':
 | 
						|
			i = -2; // Force printing of help.
 | 
						|
			break;
 | 
						|
		}
 | 
						|
		if (i == -2) break;
 | 
						|
	}
 | 
						|
 | 
						|
	if (i == -2 || mgo.numleft > 0) {
 | 
						|
		/* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
 | 
						|
		 * In all cases, print the help, and exit.
 | 
						|
		 *
 | 
						|
		 * The next two functions are needed to list the graphics sets. We can't do them earlier
 | 
						|
		 * because then we cannot show it on the debug console as that hasn't been configured yet. */
 | 
						|
		DeterminePaths(argv[0]);
 | 
						|
		TarScanner::DoScan(TarScanner::BASESET);
 | 
						|
		BaseGraphics::FindSets();
 | 
						|
		BaseSounds::FindSets();
 | 
						|
		BaseMusic::FindSets();
 | 
						|
		ShowHelp();
 | 
						|
 | 
						|
		goto exit_noshutdown;
 | 
						|
	}
 | 
						|
 | 
						|
#if defined(WINCE) && defined(_DEBUG)
 | 
						|
	/* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
 | 
						|
	SetDebugString("4");
 | 
						|
#endif
 | 
						|
 | 
						|
	DeterminePaths(argv[0]);
 | 
						|
	TarScanner::DoScan(TarScanner::BASESET);
 | 
						|
 | 
						|
#if defined(ENABLE_NETWORK)
 | 
						|
	if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
 | 
						|
	if (_dedicated_forks && !dedicated) _dedicated_forks = false;
 | 
						|
 | 
						|
#if defined(UNIX) && !defined(__MORPHOS__)
 | 
						|
	/* We must fork here, or we'll end up without some resources we need (like sockets) */
 | 
						|
	if (_dedicated_forks) DedicatedFork();
 | 
						|
#endif
 | 
						|
#endif
 | 
						|
 | 
						|
	LoadFromConfig(true);
 | 
						|
 | 
						|
	if (resolution.width != 0) _cur_resolution = resolution;
 | 
						|
 | 
						|
	/*
 | 
						|
	 * The width and height must be at least 1 pixel and width times
 | 
						|
	 * height times bytes per pixel must still fit within a 32 bits
 | 
						|
	 * integer, even for 32 bpp video modes. This way all internal
 | 
						|
	 * drawing routines work correctly.
 | 
						|
	 */
 | 
						|
	_cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX / 2);
 | 
						|
	_cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);
 | 
						|
 | 
						|
	/* Assume the cursor starts within the game as not all video drivers
 | 
						|
	 * get an event that the cursor is within the window when it is opened.
 | 
						|
	 * Saying the cursor is there makes no visible difference as it would
 | 
						|
	 * just be out of the bounds of the window. */
 | 
						|
	_cursor.in_window = true;
 | 
						|
 | 
						|
	/* enumerate language files */
 | 
						|
	InitializeLanguagePacks();
 | 
						|
 | 
						|
	/* Initialize the regular font for FreeType */
 | 
						|
	InitFreeType(false);
 | 
						|
 | 
						|
	/* This must be done early, since functions use the SetWindowDirty* calls */
 | 
						|
	InitWindowSystem();
 | 
						|
 | 
						|
	BaseGraphics::FindSets();
 | 
						|
	if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
 | 
						|
	if (!BaseGraphics::SetSet(graphics_set)) {
 | 
						|
		if (!StrEmpty(graphics_set)) {
 | 
						|
			BaseGraphics::SetSet(NULL);
 | 
						|
 | 
						|
			ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND);
 | 
						|
			msg.SetDParamStr(0, graphics_set);
 | 
						|
			ScheduleErrorMessage(msg);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	free(graphics_set);
 | 
						|
 | 
						|
	/* Initialize game palette */
 | 
						|
	GfxInitPalettes();
 | 
						|
 | 
						|
	DEBUG(misc, 1, "Loading blitter...");
 | 
						|
	if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
 | 
						|
	_blitter_autodetected = StrEmpty(blitter);
 | 
						|
	/* If we have a 32 bpp base set, try to select the 32 bpp blitter first, but only if we autoprobe the blitter. */
 | 
						|
	if (!_blitter_autodetected || BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP || BlitterFactory::SelectBlitter("32bpp-anim") == NULL) {
 | 
						|
		if (BlitterFactory::SelectBlitter(blitter) == NULL) {
 | 
						|
			StrEmpty(blitter) ?
 | 
						|
				usererror("Failed to autoprobe blitter") :
 | 
						|
				usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	free(blitter);
 | 
						|
 | 
						|
	if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
 | 
						|
	_video_driver = (VideoDriver*)DriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
 | 
						|
	if (_video_driver == NULL) {
 | 
						|
		StrEmpty(videodriver) ?
 | 
						|
			usererror("Failed to autoprobe video driver") :
 | 
						|
			usererror("Failed to select requested video driver '%s'", videodriver);
 | 
						|
	}
 | 
						|
	free(videodriver);
 | 
						|
 | 
						|
	InitializeSpriteSorter();
 | 
						|
 | 
						|
	/* Initialize the zoom level of the screen to normal */
 | 
						|
	_screen.zoom = ZOOM_LVL_NORMAL;
 | 
						|
 | 
						|
	NetworkStartUp(); // initialize network-core
 | 
						|
 | 
						|
#if defined(ENABLE_NETWORK)
 | 
						|
	if (debuglog_conn != NULL && _network_available) {
 | 
						|
		const char *not_used = NULL;
 | 
						|
		const char *port = NULL;
 | 
						|
		uint16 rport;
 | 
						|
 | 
						|
		rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
 | 
						|
 | 
						|
		ParseConnectionString(¬_used, &port, debuglog_conn);
 | 
						|
		if (port != NULL) rport = atoi(port);
 | 
						|
 | 
						|
		NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
 | 
						|
	}
 | 
						|
#endif /* ENABLE_NETWORK */
 | 
						|
 | 
						|
	if (!HandleBootstrap()) {
 | 
						|
		ShutdownGame();
 | 
						|
 | 
						|
		goto exit_bootstrap;
 | 
						|
	}
 | 
						|
 | 
						|
	_video_driver->ClaimMousePointer();
 | 
						|
 | 
						|
	/* initialize screenshot formats */
 | 
						|
	InitializeScreenshotFormats();
 | 
						|
 | 
						|
	BaseSounds::FindSets();
 | 
						|
	if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
 | 
						|
	if (!BaseSounds::SetSet(sounds_set)) {
 | 
						|
		if (StrEmpty(sounds_set) || !BaseSounds::SetSet(NULL)) {
 | 
						|
			usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.");
 | 
						|
		} else {
 | 
						|
			ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND);
 | 
						|
			msg.SetDParamStr(0, sounds_set);
 | 
						|
			ScheduleErrorMessage(msg);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	free(sounds_set);
 | 
						|
 | 
						|
	BaseMusic::FindSets();
 | 
						|
	if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
 | 
						|
	if (!BaseMusic::SetSet(music_set)) {
 | 
						|
		if (StrEmpty(music_set) || !BaseMusic::SetSet(NULL)) {
 | 
						|
			usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.");
 | 
						|
		} else {
 | 
						|
			ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND);
 | 
						|
			msg.SetDParamStr(0, music_set);
 | 
						|
			ScheduleErrorMessage(msg);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	free(music_set);
 | 
						|
 | 
						|
	if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
 | 
						|
	_sound_driver = (SoundDriver*)DriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
 | 
						|
	if (_sound_driver == NULL) {
 | 
						|
		StrEmpty(sounddriver) ?
 | 
						|
			usererror("Failed to autoprobe sound driver") :
 | 
						|
			usererror("Failed to select requested sound driver '%s'", sounddriver);
 | 
						|
	}
 | 
						|
	free(sounddriver);
 | 
						|
 | 
						|
	if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
 | 
						|
	_music_driver = (MusicDriver*)DriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
 | 
						|
	if (_music_driver == NULL) {
 | 
						|
		StrEmpty(musicdriver) ?
 | 
						|
			usererror("Failed to autoprobe music driver") :
 | 
						|
			usererror("Failed to select requested music driver '%s'", musicdriver);
 | 
						|
	}
 | 
						|
	free(musicdriver);
 | 
						|
 | 
						|
	/* Take our initial lock on whatever we might want to do! */
 | 
						|
	_modal_progress_paint_mutex->BeginCritical();
 | 
						|
	_modal_progress_work_mutex->BeginCritical();
 | 
						|
 | 
						|
	GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
 | 
						|
	WaitTillGeneratedWorld();
 | 
						|
 | 
						|
	LoadIntroGame(false);
 | 
						|
 | 
						|
	CheckForMissingGlyphs();
 | 
						|
 | 
						|
	/* ScanNewGRFFiles now has control over the scanner. */
 | 
						|
	ScanNewGRFFiles(scanner);
 | 
						|
	scanner = NULL;
 | 
						|
 | 
						|
	_video_driver->MainLoop();
 | 
						|
 | 
						|
	WaitTillSaved();
 | 
						|
 | 
						|
	/* only save config if we have to */
 | 
						|
	if (save_config) {
 | 
						|
		SaveToConfig();
 | 
						|
		SaveHotkeysToConfig();
 | 
						|
		WindowDesc::SaveToConfig();
 | 
						|
		SaveToHighScore();
 | 
						|
	}
 | 
						|
 | 
						|
	/* Reset windowing system, stop drivers, free used memory, ... */
 | 
						|
	ShutdownGame();
 | 
						|
	goto exit_normal;
 | 
						|
 | 
						|
exit_noshutdown:
 | 
						|
	/* These three are normally freed before bootstrap. */
 | 
						|
	free(graphics_set);
 | 
						|
	free(videodriver);
 | 
						|
	free(blitter);
 | 
						|
 | 
						|
exit_bootstrap:
 | 
						|
	/* These are normally freed before exit, but after bootstrap. */
 | 
						|
	free(sounds_set);
 | 
						|
	free(music_set);
 | 
						|
	free(musicdriver);
 | 
						|
	free(sounddriver);
 | 
						|
 | 
						|
exit_normal:
 | 
						|
	free(BaseGraphics::ini_set);
 | 
						|
	free(BaseSounds::ini_set);
 | 
						|
	free(BaseMusic::ini_set);
 | 
						|
 | 
						|
	free(_ini_musicdriver);
 | 
						|
	free(_ini_sounddriver);
 | 
						|
	free(_ini_videodriver);
 | 
						|
	free(_ini_blitter);
 | 
						|
 | 
						|
	delete scanner;
 | 
						|
 | 
						|
#ifdef ENABLE_NETWORK
 | 
						|
	extern FILE *_log_fd;
 | 
						|
	if (_log_fd != NULL) {
 | 
						|
		fclose(_log_fd);
 | 
						|
	}
 | 
						|
#endif /* ENABLE_NETWORK */
 | 
						|
 | 
						|
	return ret;
 | 
						|
}
 | 
						|
 | 
						|
void HandleExitGameRequest()
 | 
						|
{
 | 
						|
	if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
 | 
						|
		_exit_game = true;
 | 
						|
	} else if (_settings_client.gui.autosave_on_exit) {
 | 
						|
		DoExitSave();
 | 
						|
		_exit_game = true;
 | 
						|
	} else {
 | 
						|
		AskExitGame();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void MakeNewGameDone()
 | 
						|
{
 | 
						|
	SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
 | 
						|
 | 
						|
	/* In a dedicated server, the server does not play */
 | 
						|
	if (!_video_driver->HasGUI()) {
 | 
						|
		SetLocalCompany(COMPANY_SPECTATOR);
 | 
						|
		if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
 | 
						|
		IConsoleCmdExec("exec scripts/game_start.scr 0");
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Create a single company */
 | 
						|
	DoStartupNewCompany(false);
 | 
						|
 | 
						|
	Company *c = Company::Get(COMPANY_FIRST);
 | 
						|
	c->settings = _settings_client.company;
 | 
						|
 | 
						|
	IConsoleCmdExec("exec scripts/game_start.scr 0");
 | 
						|
 | 
						|
	SetLocalCompany(COMPANY_FIRST);
 | 
						|
 | 
						|
	InitializeRailGUI();
 | 
						|
 | 
						|
#ifdef ENABLE_NETWORK
 | 
						|
	/* We are the server, we start a new company (not dedicated),
 | 
						|
	 * so set the default password *if* needed. */
 | 
						|
	if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
 | 
						|
		NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
 | 
						|
	}
 | 
						|
#endif /* ENABLE_NETWORK */
 | 
						|
 | 
						|
	if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
 | 
						|
 | 
						|
	CheckEngines();
 | 
						|
	MarkWholeScreenDirty();
 | 
						|
}
 | 
						|
 | 
						|
static void MakeNewGame(bool from_heightmap, bool reset_settings)
 | 
						|
{
 | 
						|
	_game_mode = GM_NORMAL;
 | 
						|
 | 
						|
	ResetGRFConfig(true);
 | 
						|
 | 
						|
	GenerateWorldSetCallback(&MakeNewGameDone);
 | 
						|
	GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
 | 
						|
}
 | 
						|
 | 
						|
static void MakeNewEditorWorldDone()
 | 
						|
{
 | 
						|
	SetLocalCompany(OWNER_NONE);
 | 
						|
}
 | 
						|
 | 
						|
static void MakeNewEditorWorld()
 | 
						|
{
 | 
						|
	_game_mode = GM_EDITOR;
 | 
						|
 | 
						|
	ResetGRFConfig(true);
 | 
						|
 | 
						|
	GenerateWorldSetCallback(&MakeNewEditorWorldDone);
 | 
						|
	GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Load the specified savegame but on error do different things.
 | 
						|
 * If loading fails due to corrupt savegame, bad version, etc. go back to
 | 
						|
 * a previous correct state. In the menu for example load the intro game again.
 | 
						|
 * @param mode mode of loading, either SL_LOAD or SL_OLD_LOAD
 | 
						|
 * @param newgm switch to this mode of loading fails due to some unknown error
 | 
						|
 * @param filename file to be loaded
 | 
						|
 * @param subdir default directory to look for filename, set to 0 if not needed
 | 
						|
 * @param lf Load filter to use, if NULL: use filename + subdir.
 | 
						|
 */
 | 
						|
bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
 | 
						|
{
 | 
						|
	assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
 | 
						|
	GameMode ogm = _game_mode;
 | 
						|
 | 
						|
	_game_mode = newgm;
 | 
						|
 | 
						|
	switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
 | 
						|
		case SL_OK: return true;
 | 
						|
 | 
						|
		case SL_REINIT:
 | 
						|
#ifdef ENABLE_NETWORK
 | 
						|
			if (_network_dedicated) {
 | 
						|
				/*
 | 
						|
				 * We need to reinit a network map...
 | 
						|
				 * We can't simply load the intro game here as that game has many
 | 
						|
				 * special cases which make clients desync immediately. So we fall
 | 
						|
				 * back to just generating a new game with the current settings.
 | 
						|
				 */
 | 
						|
				DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
 | 
						|
				MakeNewGame(false, true);
 | 
						|
				return false;
 | 
						|
			}
 | 
						|
			if (_network_server) {
 | 
						|
				/* We can't load the intro game as server, so disconnect first. */
 | 
						|
				NetworkDisconnect();
 | 
						|
			}
 | 
						|
#endif /* ENABLE_NETWORK */
 | 
						|
 | 
						|
			switch (ogm) {
 | 
						|
				default:
 | 
						|
				case GM_MENU:   LoadIntroGame();      break;
 | 
						|
				case GM_EDITOR: MakeNewEditorWorld(); break;
 | 
						|
			}
 | 
						|
			return false;
 | 
						|
 | 
						|
		default:
 | 
						|
			_game_mode = ogm;
 | 
						|
			return false;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void SwitchToMode(SwitchMode new_mode)
 | 
						|
{
 | 
						|
#ifdef ENABLE_NETWORK
 | 
						|
	/* If we are saving something, the network stays in his current state */
 | 
						|
	if (new_mode != SM_SAVE_GAME) {
 | 
						|
		/* If the network is active, make it not-active */
 | 
						|
		if (_networking) {
 | 
						|
			if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
 | 
						|
				NetworkReboot();
 | 
						|
			} else {
 | 
						|
				NetworkDisconnect();
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		/* If we are a server, we restart the server */
 | 
						|
		if (_is_network_server) {
 | 
						|
			/* But not if we are going to the menu */
 | 
						|
			if (new_mode != SM_MENU) {
 | 
						|
				/* check if we should reload the config */
 | 
						|
				if (_settings_client.network.reload_cfg) {
 | 
						|
					LoadFromConfig();
 | 
						|
					MakeNewgameSettingsLive();
 | 
						|
					ResetGRFConfig(false);
 | 
						|
				}
 | 
						|
				NetworkServerStart();
 | 
						|
			} else {
 | 
						|
				/* This client no longer wants to be a network-server */
 | 
						|
				_is_network_server = false;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
#endif /* ENABLE_NETWORK */
 | 
						|
	/* Make sure all AI controllers are gone at quitting game */
 | 
						|
	if (new_mode != SM_SAVE_GAME) AI::KillAll();
 | 
						|
 | 
						|
	switch (new_mode) {
 | 
						|
		case SM_EDITOR: // Switch to scenario editor
 | 
						|
			MakeNewEditorWorld();
 | 
						|
			break;
 | 
						|
 | 
						|
		case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
 | 
						|
		case SM_NEWGAME: // New Game --> 'Random game'
 | 
						|
#ifdef ENABLE_NETWORK
 | 
						|
			if (_network_server) {
 | 
						|
				snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
 | 
						|
			}
 | 
						|
#endif /* ENABLE_NETWORK */
 | 
						|
			MakeNewGame(false, new_mode == SM_NEWGAME);
 | 
						|
			break;
 | 
						|
 | 
						|
		case SM_LOAD_GAME: { // Load game, Play Scenario
 | 
						|
			ResetGRFConfig(true);
 | 
						|
			ResetWindowSystem();
 | 
						|
 | 
						|
			if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
 | 
						|
				SetDParamStr(0, GetSaveLoadErrorString());
 | 
						|
				ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
 | 
						|
			} else {
 | 
						|
				if (_saveload_mode == SLD_LOAD_SCENARIO) {
 | 
						|
					/* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
 | 
						|
					EngineOverrideManager::ResetToCurrentNewGRFConfig();
 | 
						|
				}
 | 
						|
				/* Update the local company for a loaded game. It is either always
 | 
						|
				 * company #1 (eg 0) or in the case of a dedicated server a spectator */
 | 
						|
				SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
 | 
						|
				/* Execute the game-start script */
 | 
						|
				IConsoleCmdExec("exec scripts/game_start.scr 0");
 | 
						|
				/* Decrease pause counter (was increased from opening load dialog) */
 | 
						|
				DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
 | 
						|
#ifdef ENABLE_NETWORK
 | 
						|
				if (_network_server) {
 | 
						|
					snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
 | 
						|
				}
 | 
						|
#endif /* ENABLE_NETWORK */
 | 
						|
			}
 | 
						|
			break;
 | 
						|
		}
 | 
						|
 | 
						|
		case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
 | 
						|
#ifdef ENABLE_NETWORK
 | 
						|
			if (_network_server) {
 | 
						|
				snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
 | 
						|
			}
 | 
						|
#endif /* ENABLE_NETWORK */
 | 
						|
			MakeNewGame(true, true);
 | 
						|
			break;
 | 
						|
 | 
						|
		case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
 | 
						|
			SetLocalCompany(OWNER_NONE);
 | 
						|
 | 
						|
			GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
 | 
						|
			MarkWholeScreenDirty();
 | 
						|
			break;
 | 
						|
 | 
						|
		case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
 | 
						|
			if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
 | 
						|
				SetLocalCompany(OWNER_NONE);
 | 
						|
				_settings_newgame.game_creation.starting_year = _cur_year;
 | 
						|
				/* Cancel the saveload pausing */
 | 
						|
				DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
 | 
						|
			} else {
 | 
						|
				SetDParamStr(0, GetSaveLoadErrorString());
 | 
						|
				ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
 | 
						|
			}
 | 
						|
			break;
 | 
						|
		}
 | 
						|
 | 
						|
		case SM_MENU: // Switch to game intro menu
 | 
						|
			LoadIntroGame();
 | 
						|
			if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
 | 
						|
				ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
 | 
						|
				BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
 | 
						|
			}
 | 
						|
			break;
 | 
						|
 | 
						|
		case SM_SAVE_GAME: // Save game.
 | 
						|
			/* Make network saved games on pause compatible to singleplayer */
 | 
						|
			if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
 | 
						|
				SetDParamStr(0, GetSaveLoadErrorString());
 | 
						|
				ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
 | 
						|
			} else {
 | 
						|
				DeleteWindowById(WC_SAVELOAD, 0);
 | 
						|
			}
 | 
						|
			break;
 | 
						|
 | 
						|
		case SM_SAVE_HEIGHTMAP: // Save heightmap.
 | 
						|
			MakeHeightmapScreenshot(_file_to_saveload.name);
 | 
						|
			DeleteWindowById(WC_SAVELOAD, 0);
 | 
						|
			break;
 | 
						|
 | 
						|
		case SM_GENRANDLAND: // Generate random land within scenario editor
 | 
						|
			SetLocalCompany(OWNER_NONE);
 | 
						|
			GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
 | 
						|
			/* XXX: set date */
 | 
						|
			MarkWholeScreenDirty();
 | 
						|
			break;
 | 
						|
 | 
						|
		default: NOT_REACHED();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Check the validity of some of the caches.
 | 
						|
 * Especially in the sense of desyncs between
 | 
						|
 * the cached value and what the value would
 | 
						|
 * be when calculated from the 'base' data.
 | 
						|
 */
 | 
						|
static void CheckCaches()
 | 
						|
{
 | 
						|
	/* Return here so it is easy to add checks that are run
 | 
						|
	 * always to aid testing of caches. */
 | 
						|
	if (_debug_desync_level <= 1) return;
 | 
						|
 | 
						|
	/* Check the town caches. */
 | 
						|
	SmallVector<TownCache, 4> old_town_caches;
 | 
						|
	Town *t;
 | 
						|
	FOR_ALL_TOWNS(t) {
 | 
						|
		MemCpyT(old_town_caches.Append(), &t->cache);
 | 
						|
	}
 | 
						|
 | 
						|
	extern void RebuildTownCaches();
 | 
						|
	RebuildTownCaches();
 | 
						|
	RebuildSubsidisedSourceAndDestinationCache();
 | 
						|
 | 
						|
	uint i = 0;
 | 
						|
	FOR_ALL_TOWNS(t) {
 | 
						|
		if (MemCmpT(old_town_caches.Get(i), &t->cache) != 0) {
 | 
						|
			DEBUG(desync, 2, "town cache mismatch: town %i", (int)t->index);
 | 
						|
		}
 | 
						|
		i++;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Check company infrastructure cache. */
 | 
						|
	SmallVector<CompanyInfrastructure, 4> old_infrastructure;
 | 
						|
	Company *c;
 | 
						|
	FOR_ALL_COMPANIES(c) MemCpyT(old_infrastructure.Append(), &c->infrastructure);
 | 
						|
 | 
						|
	extern void AfterLoadCompanyStats();
 | 
						|
	AfterLoadCompanyStats();
 | 
						|
 | 
						|
	i = 0;
 | 
						|
	FOR_ALL_COMPANIES(c) {
 | 
						|
		if (MemCmpT(old_infrastructure.Get(i), &c->infrastructure) != 0) {
 | 
						|
			DEBUG(desync, 2, "infrastructure cache mismatch: company %i", (int)c->index);
 | 
						|
		}
 | 
						|
		i++;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Strict checking of the road stop cache entries */
 | 
						|
	const RoadStop *rs;
 | 
						|
	FOR_ALL_ROADSTOPS(rs) {
 | 
						|
		if (IsStandardRoadStopTile(rs->xy)) continue;
 | 
						|
 | 
						|
		assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
 | 
						|
		rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
 | 
						|
		rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
 | 
						|
	}
 | 
						|
 | 
						|
	Vehicle *v;
 | 
						|
	FOR_ALL_VEHICLES(v) {
 | 
						|
		extern void FillNewGRFVehicleCache(const Vehicle *v);
 | 
						|
		if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
 | 
						|
 | 
						|
		uint length = 0;
 | 
						|
		for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
 | 
						|
 | 
						|
		NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
 | 
						|
		VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
 | 
						|
		GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
 | 
						|
		TrainCache         *tra_cache = CallocT<TrainCache>(length);
 | 
						|
 | 
						|
		length = 0;
 | 
						|
		for (const Vehicle *u = v; u != NULL; u = u->Next()) {
 | 
						|
			FillNewGRFVehicleCache(u);
 | 
						|
			grf_cache[length] = u->grf_cache;
 | 
						|
			veh_cache[length] = u->vcache;
 | 
						|
			switch (u->type) {
 | 
						|
				case VEH_TRAIN:
 | 
						|
					gro_cache[length] = Train::From(u)->gcache;
 | 
						|
					tra_cache[length] = Train::From(u)->tcache;
 | 
						|
					break;
 | 
						|
				case VEH_ROAD:
 | 
						|
					gro_cache[length] = RoadVehicle::From(u)->gcache;
 | 
						|
					break;
 | 
						|
				default:
 | 
						|
					break;
 | 
						|
			}
 | 
						|
			length++;
 | 
						|
		}
 | 
						|
 | 
						|
		switch (v->type) {
 | 
						|
			case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
 | 
						|
			case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
 | 
						|
			case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
 | 
						|
			case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
 | 
						|
			default: break;
 | 
						|
		}
 | 
						|
 | 
						|
		length = 0;
 | 
						|
		for (const Vehicle *u = v; u != NULL; u = u->Next()) {
 | 
						|
			FillNewGRFVehicleCache(u);
 | 
						|
			if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
 | 
						|
				DEBUG(desync, 2, "newgrf cache mismatch: type %i, vehicle %i, company %i, unit number %i, wagon %i", (int)v->type, v->index, (int)v->owner, v->unitnumber, length);
 | 
						|
			}
 | 
						|
			if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
 | 
						|
				DEBUG(desync, 2, "vehicle cache mismatch: type %i, vehicle %i, company %i, unit number %i, wagon %i", (int)v->type, v->index, (int)v->owner, v->unitnumber, length);
 | 
						|
			}
 | 
						|
			switch (u->type) {
 | 
						|
				case VEH_TRAIN:
 | 
						|
					if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
 | 
						|
						DEBUG(desync, 2, "train ground vehicle cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
 | 
						|
					}
 | 
						|
					if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
 | 
						|
						DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
 | 
						|
					}
 | 
						|
					break;
 | 
						|
				case VEH_ROAD:
 | 
						|
					if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
 | 
						|
						DEBUG(desync, 2, "road vehicle ground vehicle cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
 | 
						|
					}
 | 
						|
					break;
 | 
						|
				default:
 | 
						|
					break;
 | 
						|
			}
 | 
						|
			length++;
 | 
						|
		}
 | 
						|
 | 
						|
		free(grf_cache);
 | 
						|
		free(veh_cache);
 | 
						|
		free(gro_cache);
 | 
						|
		free(tra_cache);
 | 
						|
	}
 | 
						|
 | 
						|
	/* Check whether the caches are still valid */
 | 
						|
	FOR_ALL_VEHICLES(v) {
 | 
						|
		byte buff[sizeof(VehicleCargoList)];
 | 
						|
		memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
 | 
						|
		v->cargo.InvalidateCache();
 | 
						|
		assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
 | 
						|
	}
 | 
						|
 | 
						|
	Station *st;
 | 
						|
	FOR_ALL_STATIONS(st) {
 | 
						|
		for (CargoID c = 0; c < NUM_CARGO; c++) {
 | 
						|
			byte buff[sizeof(StationCargoList)];
 | 
						|
			memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
 | 
						|
			st->goods[c].cargo.InvalidateCache();
 | 
						|
			assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * State controlling game loop.
 | 
						|
 * The state must not be changed from anywhere but here.
 | 
						|
 * That check is enforced in DoCommand.
 | 
						|
 */
 | 
						|
void StateGameLoop()
 | 
						|
{
 | 
						|
	/* don't execute the state loop during pause */
 | 
						|
	if (_pause_mode != PM_UNPAUSED) {
 | 
						|
		UpdateLandscapingLimits();
 | 
						|
		Game::GameLoop();
 | 
						|
		CallWindowTickEvent();
 | 
						|
		return;
 | 
						|
	}
 | 
						|
	if (HasModalProgress()) return;
 | 
						|
 | 
						|
	ClearPersistentStorageChanges(false);
 | 
						|
 | 
						|
	Layouter::ReduceLineCache();
 | 
						|
 | 
						|
	if (_game_mode == GM_EDITOR) {
 | 
						|
		RunTileLoop();
 | 
						|
		CallVehicleTicks();
 | 
						|
		CallLandscapeTick();
 | 
						|
		ClearPersistentStorageChanges(true);
 | 
						|
		UpdateLandscapingLimits();
 | 
						|
 | 
						|
		CallWindowTickEvent();
 | 
						|
		NewsLoop();
 | 
						|
	} else {
 | 
						|
		if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
 | 
						|
			/* Save the desync savegame if needed. */
 | 
						|
			char name[MAX_PATH];
 | 
						|
			snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
 | 
						|
			SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
 | 
						|
		}
 | 
						|
 | 
						|
		CheckCaches();
 | 
						|
 | 
						|
		/* All these actions has to be done from OWNER_NONE
 | 
						|
		 *  for multiplayer compatibility */
 | 
						|
		Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
 | 
						|
 | 
						|
		AnimateAnimatedTiles();
 | 
						|
		IncreaseDate();
 | 
						|
		RunTileLoop();
 | 
						|
		CallVehicleTicks();
 | 
						|
		CallLandscapeTick();
 | 
						|
		ClearPersistentStorageChanges(true);
 | 
						|
 | 
						|
		AI::GameLoop();
 | 
						|
		Game::GameLoop();
 | 
						|
		UpdateLandscapingLimits();
 | 
						|
 | 
						|
		CallWindowTickEvent();
 | 
						|
		NewsLoop();
 | 
						|
		cur_company.Restore();
 | 
						|
	}
 | 
						|
 | 
						|
	assert(IsLocalCompany());
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Create an autosave. The default name is "autosave#.sav". However with
 | 
						|
 * the setting 'keep_all_autosave' the name defaults to company-name + date
 | 
						|
 */
 | 
						|
static void DoAutosave()
 | 
						|
{
 | 
						|
	char buf[MAX_PATH];
 | 
						|
 | 
						|
#if defined(PSP)
 | 
						|
	/* Autosaving in networking is too time expensive for the PSP */
 | 
						|
	if (_networking) return;
 | 
						|
#endif /* PSP */
 | 
						|
 | 
						|
	if (_settings_client.gui.keep_all_autosave) {
 | 
						|
		GenerateDefaultSaveName(buf, lastof(buf));
 | 
						|
		strecat(buf, ".sav", lastof(buf));
 | 
						|
	} else {
 | 
						|
		static int _autosave_ctr = 0;
 | 
						|
 | 
						|
		/* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
 | 
						|
		snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
 | 
						|
 | 
						|
		if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
 | 
						|
	}
 | 
						|
 | 
						|
	DEBUG(sl, 2, "Autosaving to '%s'", buf);
 | 
						|
	if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
 | 
						|
		ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void GameLoop()
 | 
						|
{
 | 
						|
	if (_game_mode == GM_BOOTSTRAP) {
 | 
						|
#ifdef ENABLE_NETWORK
 | 
						|
		/* Check for UDP stuff */
 | 
						|
		if (_network_available) NetworkBackgroundLoop();
 | 
						|
#endif
 | 
						|
		InputLoop();
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	ProcessAsyncSaveFinish();
 | 
						|
 | 
						|
	/* autosave game? */
 | 
						|
	if (_do_autosave) {
 | 
						|
		_do_autosave = false;
 | 
						|
		DoAutosave();
 | 
						|
		SetWindowDirty(WC_STATUS_BAR, 0);
 | 
						|
	}
 | 
						|
 | 
						|
	/* switch game mode? */
 | 
						|
	if (_switch_mode != SM_NONE && !HasModalProgress()) {
 | 
						|
		SwitchToMode(_switch_mode);
 | 
						|
		_switch_mode = SM_NONE;
 | 
						|
	}
 | 
						|
 | 
						|
	IncreaseSpriteLRU();
 | 
						|
	InteractiveRandom();
 | 
						|
 | 
						|
	extern int _caret_timer;
 | 
						|
	_caret_timer += 3;
 | 
						|
	CursorTick();
 | 
						|
 | 
						|
#ifdef ENABLE_NETWORK
 | 
						|
	/* Check for UDP stuff */
 | 
						|
	if (_network_available) NetworkBackgroundLoop();
 | 
						|
 | 
						|
	if (_networking && !HasModalProgress()) {
 | 
						|
		/* Multiplayer */
 | 
						|
		NetworkGameLoop();
 | 
						|
	} else {
 | 
						|
		if (_network_reconnect > 0 && --_network_reconnect == 0) {
 | 
						|
			/* This means that we want to reconnect to the last host
 | 
						|
			 * We do this here, because it means that the network is really closed */
 | 
						|
			NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
 | 
						|
		}
 | 
						|
		/* Singleplayer */
 | 
						|
		StateGameLoop();
 | 
						|
	}
 | 
						|
 | 
						|
	/* Check chat messages roughly once a second. */
 | 
						|
	static uint check_message = 0;
 | 
						|
	if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
 | 
						|
		check_message = 0;
 | 
						|
		NetworkChatMessageLoop();
 | 
						|
	}
 | 
						|
#else
 | 
						|
	StateGameLoop();
 | 
						|
#endif /* ENABLE_NETWORK */
 | 
						|
 | 
						|
	if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
 | 
						|
 | 
						|
	if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
 | 
						|
 | 
						|
	InputLoop();
 | 
						|
 | 
						|
	_sound_driver->MainLoop();
 | 
						|
	MusicLoop();
 | 
						|
}
 |